#version 130

in vec3		position;
in	vec2	texCoordIn;	// incoming texcoord from the texcoord array
in vec3		in_normals;

out	vec2	texCoord;	// outgoing interpolated texcoord to fragshader
out	vec3	normals;
out vec3	w_position;

uniform mat4 modelViewProjectionMatrix; 

void main() 
{
	gl_Position = modelViewProjectionMatrix * vec4(position,1);
	texCoord = texCoordIn; 
	normals = in_normals;
}